different box sprites & color inversion! (-;

This commit is contained in:
Harmony Honey 2024-02-11 23:19:29 -05:00
parent 2750ee62fe
commit 6100f2633a
5 changed files with 24 additions and 6 deletions

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@ -7,6 +7,7 @@ var is_push = false
onready var node_audio : AudioStreamPlayer2D = $AudioHit
onready var node_anim : AnimationPlayer = $AnimationPlayer
onready var node_sprite : Sprite = $Sprite
onready var sprite_mat : ShaderMaterial = node_sprite.material
var spr_pos := Vector2.ZERO
var push_clock := 0.0
@ -17,8 +18,13 @@ var shake_dist = 0
var scene_slam = preload("res://src/fx/Slam.tscn")
var images = [1, 4, 5, 6, 7]
export var is_refresh_frame := 0 setget pick_frame
func _ready():
if Engine.editor_hint or Shared.is_level_select: return
if Engine.editor_hint: return
pick_frame()
if Shared.is_level_select: return
spr_pos = node_sprite.position
@ -63,3 +69,10 @@ func push(dir : int):
a.push(dir)
move_x(dir)
push_dir = dir
func pick_frame(arg = null):
#randomize()
node_sprite.frame = images[randi() % images.size()]
node_sprite.flip_h = randf() > 0.5
sprite_mat.set_shader_param("flip", float(randf() > 0.5))

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@ -6,11 +6,13 @@
[ext_resource path="res://src/shader/palette_swap_2.gdshader" type="Shader" id=4]
[sub_resource type="ShaderMaterial" id=2]
resource_local_to_scene = true
shader = ExtResource( 4 )
shader_param/c0 = Color( 1, 1, 1, 1 )
shader_param/s0 = Color( 0.670588, 0.321569, 0.211765, 1 )
shader_param/s0 = Color( 0.8, 0.188235, 0, 1 )
shader_param/c1 = Color( 0, 0, 0, 1 )
shader_param/s1 = Color( 1, 0.639216, 0, 1 )
shader_param/s1 = Color( 1, 0.768627, 0, 1 )
shader_param/flip = 0.0
[sub_resource type="Animation" id=1]
resource_name = "hit"
@ -57,7 +59,7 @@ position = Vector2( 4, 4 )
texture = ExtResource( 1 )
hframes = 4
vframes = 4
frame = 1
frame = 6
[node name="AudioHit" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource( 2 )

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@ -38,6 +38,7 @@ func set_button_box():
box[3].position = Vector2(64, -16)
box[3].speed = Vector2.ZERO
box[3].remainder = Vector2.ZERO
box[3].pick_frame()
func set_box_stack():
box[0].position = Vector2(160, -16)
@ -47,6 +48,7 @@ func set_box_stack():
for i in 3: # 0, 1, 2
box[i].speed = Vector2.ZERO
box[i].remainder = Vector2.ZERO
box[i].pick_frame()
func btnx(arg : int):
p.btnx = arg

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@ -4,15 +4,16 @@ uniform vec4 c0 : hint_color = vec4(0.0);
uniform vec4 s0 : hint_color = vec4(0.0);
uniform vec4 c1 : hint_color = vec4(0.0);
uniform vec4 s1 : hint_color = vec4(0.0);
uniform float flip : hint_range(0.0, 1.0) = 0.0;
void fragment(){
vec4 col = texture(TEXTURE, UV);
if (col == c0){
col = s0;
col = mix(s0, s1, flip);
}
else if (col == c1){
col = s1;
col = mix(s1, s0, flip);
}
COLOR = col;